Hydromancerx
C2C Modder
@intlidave
Before I start, why didn't you just post your ideas as a post rather than a document? Just curious.
These should be addressed in the hero thread.
1. We inherited these units from RoM/AND. That's just how they were so any new siege stuff we added were kept with the same type of features.
2. From what I can tell they were made for bombardment, not attacking other units.
3. They were made to be defense units. Some also cannot really attack on their own such as with the rams. As for why, I wish I could give you a good reason. Weren't machine guns defense only in vanilla civ4 too?
I agree.
Sounds reasonable.
Ok.
I have no idea why its so fast. And yeah it was made before we had a Balistia unit so changed it to those stats might be better.
I don't recall why. Might be because it did not upgrade before or was just weaker bombard but stronger unit.
Organ Gun and Ribauldequin were suppose to be changed. I guess ls612 did not get to it yet.
No. I set up all the cannons and I am not having that changed. Each have their own strengths and weaknesses.
Maybe the mounted part but I think that's whole deal with these units in that they cannot attack.
Vietcong is based on the graphics when picking how the unit would act.
I am neutral on this one since it was a RoM/AND unit. Originally I think nothing upgraded to it and it only upgraded to other units.
Also neutral.
Also neutral.
Seems fine if we are altering the other ones. Seems to fill the niche.
Ok.
Yeah I never understood why it went all the way from big machine and then back to an infantry looking unit. I will have to check out KEM infantry.
----
Will post more later.
Before I start, why didn't you just post your ideas as a post rather than a document? Just curious.
Erwin Rommel (Hero unit)
Since he uses a tank as his model, I will address him here.
Suggestions: Change starting ability to Lieutenant (equivalent of Blitz), increase Movement to 4
George Patton (Hero unit)
Since he uses a tank as his model, I will address him here. I have major beef with the fact that he uses graphics for BT-7. A SOVIET light tank.
Suggestions: Change graphics to those of a US Tank, namely the Chafee http://forums.civfanatics.com/showthread.php?t=305660 . Increase Movement to 4.
These should be addressed in the hero thread.
Siege Weapons
Starting from the Ancient age this time. Three questions before I begin though:
1) Why are most siege weapons immune to collateral damage from other siege weapons? What happened to counter-battery fire?
2) Why can’t artillery units kill an enemy they attack? I understand that killing through bombardment alone would be overpowered, but why isn’t artillery able to kill anything even during a direct attack? Especially with units like Mobile Artillery this just looks wrong.
3) Why are so many siege weapons unable to attack (especially the machine gun)? While primarily a defensive weapon, history is full of offensive uses of them
http://en.wikipedia.org/wiki/Battle_of_San_Juan_Hill#Gatling_supporting_fire
http://www.essentialsomme.com/articles/british_machine_gun_tactics.htm
This also applies to AA guns and especially AA halftracks.
Now let’s get on with it
1. We inherited these units from RoM/AND. That's just how they were so any new siege stuff we added were kept with the same type of features.
2. From what I can tell they were made for bombardment, not attacking other units.
3. They were made to be defense units. Some also cannot really attack on their own such as with the rams. As for why, I wish I could give you a good reason. Weren't machine guns defense only in vanilla civ4 too?
Hand Ram
Shouldn’t have same Strength as Spiked Clubman
Suggestions: Lower Strength to 2, remove better results from tribal villages, remove 1 first strike, remove bonus vs archery units
I agree.
Battering Ram
Strength 6 is more than most ancient era units
Suggestions: Lower Strength to 3, remove 1 first strike, add +100% vs archery units
Sounds reasonable.
Siege Ram
At Strength 12 it is easily capable of fighting off almost any unit before invention of gunpowder. Undefended rams should be fragile (What weapons do their crew carry? Probably just knives.) and not mobile fortresses.
Suggestions: Lower Strength to 4, remove 1 first strike, add +100% vs archery units
Ok.
Hwacha
Why is it so fast?
Suggestion: decrease Movement to 1
Note: Consider making Hwacha an alternative to the Ballista instead of Catapult (giving it higher Strength and making it available later).
I have no idea why its so fast. And yeah it was made before we had a Balistia unit so changed it to those stats might be better.
Bombard
Why does it do less damage to city defenses than Trebuchet, Siege Tower and Siege Ram it replaces?
Suggestions: reduce city defense reduction of its predecessors, remove upgrade to Organ Gun (it will get there through Ribauldequin)
I don't recall why. Might be because it did not upgrade before or was just weaker bombard but stronger unit.
Organ Gun and Ribauldequin were suppose to be changed. I guess ls612 did not get to it yet.

Culverin + Falconet
Both of these units are only marginally different from Cannon.
Suggestion: Remove the current units. Then rename Bombard to Falconet and give it Falconet’s graphics and rename Great Bombard to Bombard.
No. I set up all the cannons and I am not having that changed. Each have their own strengths and weaknesses.
Ribauldequin
Doesn’t fire fast enough to deal with cavalry charges
Suggestions: Remove +50% vs mounted units, remove inability to attack
Organ Gun
Doesn’t fire fast enough to deal with cavalry charges
Suggestions: Remove +50% vs mounted units, remove inability to attack
Gatling Gun
Still has problems with cavalry charges
Suggestions: Lower bonus vs mounted units to +25%, lower number of first strikes to 1, remove inability to attack
Maybe the mounted part but I think that's whole deal with these units in that they cannot attack.
Machine Gun + Vietcong
I find it a little odd that Vietcong is related to MG unit instead of Guerilla, but it works.
Suggestions: Remove inability to attack, give Vietcong ability to capture
Vietcong is based on the graphics when picking how the unit would act.
Anti-Air Gun (Light Anti-AirGun)
This unit needs a bit of love. It can also lose the Light in name, since there is no heavy AA gun.
Suggestions: Increase chance to intercept aircraft to 25%, remove penalty vs tracked units, give bonus +75% vs Archery units, +50% vs Mounted units, +100% vs Melee units, +50% vs Gunpowder units and +100% vs Animal units (same like Machine gun), remove inability to attack, change category to Siege units, reduce the number of models in unit (clipping)
I am neutral on this one since it was a RoM/AND unit. Originally I think nothing upgraded to it and it only upgraded to other units.
Anti-Air Halftrack
They didn’t call them “Meat Grinders” for nothing. Technically, this unit includes stuff up to Soviet Shilka, German Gepard and US M163.
Suggestions: Remove penalty vs tracked units, give bonus +75% vs Archery units, +50% vs Mounted units, +100% vs Melee units, +50% vs Gunpowder units and +100% vs Animal units (same like Machine gun), remove inability to attack and capture, increase Movement to 3, upgrades into Advanced Mobile SAM
Also neutral.
Mobile SAM
The only unit in this entire branch that has no business attacking other units can attack...
Mobile SAMs take quite a while to set up and prepare for fire, so this one should be a purely defensive unit. Also it should be available sooner. Represents mobile heavy SAMs - Hawk, Patriot, SA-6 and such.
Suggestions: Can only defend, cannot capture, increase Movement to 3, -50% vs Gunpowder units, -50% vs Wheeled units, -50% vs Tracked units, no attack modifiers for Forest/Jungle (since it cannot attack anyway), increase chance to intercept to 60%, increase range to 2, change requirements from Modern Warfare to Advanced Rocketry, upgrades into Advanced Mobile SAM
Also neutral.
Advanced Mobile SAM (new unit)
This one is for chasing those pesky Gunships.
Uses Avenger graphics http://forums.civfanatics.com/downloads.php?do=file&id=17137
Stats: Strength 100, Movement 4, 70% chance to intercept aircraft, range 2, -50% vs Gunpowder units, -50% vs Wheeled units, -50% vs Tracked units, +100% vs helicopter units, attacks helicopter units first, Requires Modern Warfare, Automobiles, Oil Products OR biofuel, upgrades into ACV SAM
Seems fine if we are altering the other ones. Seems to fill the niche.
ACV SAM
Takes place previously held by EMP SAM.
Suggestions: Increase Strength to 150, Movement to 5, Range to 3, chance to intercept planes to 80%, bonus vs helicopter units to +100%
Ok.
EMP SAM Infantry
Remove, but reuse the graphics (see KEM infantry in AT infantry line)
Yeah I never understood why it went all the way from big machine and then back to an infantry looking unit. I will have to check out KEM infantry.
----
Will post more later.